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Unwrap top-level array for OutVertices when flattenArgument. (#6943)
For primitives and vertices output of mesh shader, we need to unwrap the top-level array to get correct semantic index. Fixes #6940
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35 changes: 35 additions & 0 deletions
35
tools/clang/test/HLSLFileCheck/shader_targets/geometry/semantic_on_parameter.hlsl
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Original file line number | Diff line number | Diff line change |
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// RUN: %dxc -E main -T gs_6_0 %s | FileCheck %s | ||
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// Make sure only one semnatic index created. | ||
// CHECK:; COORD 0 xyzw 0 NONE float xyzw | ||
// CHECK-NOT:; COORD 1 xyzw 0 NONE float xyzw | ||
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struct MyStruct | ||
{ | ||
float4 pos : SV_Position; | ||
float2 a : AAA; | ||
}; | ||
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struct MyStruct2 | ||
{ | ||
uint3 X : XXX; | ||
float4 p[3] : PPP; | ||
uint3 Y : YYY; | ||
}; | ||
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int g1; | ||
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[maxvertexcount(12)] | ||
void main(line float4 array[2] : COORD, inout PointStream<MyStruct> OutputStream0) | ||
{ | ||
float4 r = array[0]; | ||
MyStruct a = (MyStruct)0; | ||
MyStruct2 b = (MyStruct2)0; | ||
a.pos = array[r.x]; | ||
a.a = r.xy; | ||
b.X = r.xyz; | ||
b.Y = a.pos.xyz; | ||
b.p[2] = a.pos * 44; | ||
OutputStream0.Append(a); | ||
OutputStream0.RestartStrip(); | ||
} |
42 changes: 42 additions & 0 deletions
42
tools/clang/test/HLSLFileCheck/shader_targets/mesh/semantic_on_parameter.hlsl
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// RUN: %dxc -T ms_6_6 %s | FileCheck %s | ||
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// For https://github.com/microsoft/DirectXShaderCompiler/issues/6940 | ||
// Ensure the shader compiles when the semantic is directly on the parameter. | ||
// Only one semantic index should be created. | ||
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// CHECK:; SV_Position 0 xyzw 0 POS float xyzw | ||
// CHECK-NOT:; SV_Position 1 xyzw 0 POS float xyzw | ||
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// CHECK:; A 0 xyzw 0 NONE uint | ||
// CHECK-NOT: ; A 1 xyzw 0 NONE uint | ||
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#define GROUP_SIZE 30 | ||
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cbuffer Constant : register(b0) | ||
{ | ||
uint numPrims; | ||
} | ||
static const uint numVerts = 3; | ||
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[RootSignature("RootConstants(num32BitConstants=1, b0)")] | ||
[numthreads(GROUP_SIZE, 1, 1)] | ||
[OutputTopology("triangle")] | ||
void main( | ||
uint gtid : SV_GroupThreadID, | ||
out indices uint3 tris[GROUP_SIZE], | ||
out vertices float4 verts[GROUP_SIZE] : SV_Position, | ||
out primitives uint4 t[GROUP_SIZE] : A | ||
) | ||
{ | ||
SetMeshOutputCounts(numVerts, numPrims); | ||
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if (gtid < numVerts) | ||
{ | ||
verts[gtid] = 0; | ||
} | ||
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if (gtid < numPrims) | ||
{ | ||
tris[gtid] = uint3(0, 1, 2); | ||
} | ||
} |